Dispenser/Respawn help?

Could I make so that if an engineer built a dispenser in a respawn room which was disabled that it would suddenly enable it causing that team to start respawning in that room? How would I go about doing this?

use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)

use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)

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Thanks a ton, My only question would be what is the dispenser name? I have no idea where to look it up. If you could tell me where I'd <3 you. yeah, id damn f****** <3 you.

I can't remember what it is, but you can look it up. try in the GCF script files, it will be the name of the dispencer script (Thats one way of removing weapons, but it spams "sv_cheats 1" on the screen)

This sounds like a fascinating idea. Not that I have any clue as to the implementation. But making it so that an engineer can capture a forward spawn point like that is a really cool concept. I'm anxious to see how it works out.

Cereal, you can learn a lot if you go into TF2 and play with the ent_ commands in console. Bind a key to ent_text and press it while looking at an entity to get a lot of information about it on screen. There are other useful commands, like for displaying it's bounding box and such.

I went in and checked, and dispensers are called obj_dispenser

everything that was once directly lived has receded into a representation. -debord

Sounds like you can use an engineer's dispenser to facilitate gameplay changes. However, can you distinguish between a BLU or RED engineer's dispenser? If not, it's easy enough to implement team-only doors as a hack solution.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible

everything that was once directly lived has receded into a representation. -debord

A while back I tried triggering a trigger_multiple with a dispenser by using a filter_activator_class with filterclass set to "obj_dispenser". Didn't work for me. I assumed it was because the entity never actually "touched" the trigger_multiple because it was instead "born" inside of it when built.

Although if that's the case I just had an idea... You could attach a trigger_multiple to some moving entity which would constantly "sweep" the area scanning for a dispenser, which would in theory trigger the OnTouch.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible

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heh, anyone else here watch The Venture Brothers? I have not seen it on TV but I was over a friends house and he had the first season on DvD.

In any case, in this one episode Dr. Venture has created a contraption that when you go into it, it makes you experience your best fantasies, however their resident Necromancer is convinced that the machine is evil.

Finally, towards the end of the episode Dr. Venture is asked, "What exactly do you mean by 'un-orthodox parts' going into this abominations creation?"

Venture replies, "Ehm, well I might have used *mumble*a heart of an orphan *mumble*"

So in any case, this is the first thing that popped into my mind when you mentioned having the dispensor activated on some object in the room.